forked from joejulian/gio
bd1ef92dc4
In a discussion with Raph Levien, the author of our compute renderer implementation, it became clear to me that it's not at all certain that complex strokes will ever be efficiently supported by a GPU renderer. At the same time, the machinery for converting a complex stroke to a GPU-friendly outline has a significant maintenance cost. Further, it is surprising to users that complex strokes are significantly slower and allocate memory. This change removes support for complex strokes, leaving only round-capped, round-joined strokes supported by the compute renderer. The default renderer still converts all strokes to outline, but it also caches the result. This is an API change. The complex stroke conversion code has been moved to the external gioui.org/x/stroke package, with a similar API. Updats gio#282 (Inkeliz brought up the allocation issue) Signed-off-by: Elias Naur <mail@eliasnaur.com>
346 lines
8.0 KiB
Go
346 lines
8.0 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
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package clip
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import (
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"encoding/binary"
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"hash/maphash"
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"image"
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"math"
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"gioui.org/f32"
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"gioui.org/internal/ops"
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"gioui.org/internal/scene"
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"gioui.org/internal/stroke"
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"gioui.org/op"
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)
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// Op represents a clip area. Op intersects the current clip area with
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// itself.
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type Op struct {
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path PathSpec
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outline bool
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width float32
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}
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// Stack represents an Op pushed on the clip stack.
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type Stack struct {
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ops *ops.Ops
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id ops.StackID
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macroID int
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}
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var pathSeed maphash.Seed
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func init() {
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pathSeed = maphash.MakeSeed()
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}
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// Push saves the current clip state on the stack and updates the current
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// state to the intersection of the current p.
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func (p Op) Push(o *op.Ops) Stack {
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id, macroID := o.Internal.PushOp(ops.ClipStack)
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p.add(o, true)
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return Stack{ops: &o.Internal, id: id, macroID: macroID}
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}
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// Add is like Push except it doesn't save the current state on the stack.
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//
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// Deprecated: use Push instead.
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func (p Op) Add(o *op.Ops) {
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p.add(o, false)
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}
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func (p Op) add(o *op.Ops, push bool) {
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path := p.path
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outline := p.outline
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bo := binary.LittleEndian
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if path.hasSegments {
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data := o.Internal.Write(ops.TypePathLen)
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data[0] = byte(ops.TypePath)
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bo.PutUint64(data[1:], path.hash)
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path.spec.Add(o)
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}
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bounds := path.bounds
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if p.width > 0 {
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// Expand bounds to cover stroke.
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half := int(p.width*.5 + .5)
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bounds.Min.X -= half
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bounds.Min.Y -= half
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bounds.Max.X += half
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bounds.Max.Y += half
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data := o.Internal.Write(ops.TypeStrokeLen)
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data[0] = byte(ops.TypeStroke)
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bo := binary.LittleEndian
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bo.PutUint32(data[1:], math.Float32bits(p.width))
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}
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data := o.Internal.Write(ops.TypeClipLen)
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data[0] = byte(ops.TypeClip)
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bo.PutUint32(data[1:], uint32(bounds.Min.X))
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bo.PutUint32(data[5:], uint32(bounds.Min.Y))
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bo.PutUint32(data[9:], uint32(bounds.Max.X))
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bo.PutUint32(data[13:], uint32(bounds.Max.Y))
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if outline {
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data[17] = byte(1)
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}
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if push {
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data[18] = byte(1)
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}
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}
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func (s Stack) Pop() {
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s.ops.PopOp(ops.ClipStack, s.id, s.macroID)
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data := s.ops.Write(ops.TypePopClipLen)
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data[0] = byte(ops.TypePopClip)
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}
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type PathSpec struct {
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spec op.CallOp
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// open is true if any path contour is not closed. A closed contour starts
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// and ends in the same point.
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open bool
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// hasSegments tracks whether there are any segments in the path.
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hasSegments bool
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bounds image.Rectangle
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hash uint64
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}
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// Path constructs a Op clip path described by lines and
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// Bézier curves, where drawing outside the Path is discarded.
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// The inside-ness of a pixel is determines by the non-zero winding rule,
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// similar to the SVG rule of the same name.
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//
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// Path generates no garbage and can be used for dynamic paths; path
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// data is stored directly in the Ops list supplied to Begin.
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type Path struct {
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ops *ops.Ops
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open bool
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contour int
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pen f32.Point
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macro op.MacroOp
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start f32.Point
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hasSegments bool
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bounds f32.Rectangle
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hash maphash.Hash
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}
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// Pos returns the current pen position.
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func (p *Path) Pos() f32.Point { return p.pen }
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// Begin the path, storing the path data and final Op into ops.
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func (p *Path) Begin(o *op.Ops) {
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p.hash.SetSeed(pathSeed)
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p.ops = &o.Internal
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p.macro = op.Record(o)
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// Write the TypeAux opcode
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data := p.ops.Write(ops.TypeAuxLen)
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data[0] = byte(ops.TypeAux)
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}
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// End returns a PathSpec ready to use in clipping operations.
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func (p *Path) End() PathSpec {
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c := p.macro.Stop()
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return PathSpec{
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spec: c,
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open: p.open || p.pen != p.start,
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hasSegments: p.hasSegments,
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bounds: boundRectF(p.bounds),
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hash: p.hash.Sum64(),
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}
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}
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// Move moves the pen by the amount specified by delta.
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func (p *Path) Move(delta f32.Point) {
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to := delta.Add(p.pen)
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p.MoveTo(to)
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}
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// MoveTo moves the pen to the specified absolute coordinate.
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func (p *Path) MoveTo(to f32.Point) {
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p.open = p.open || p.pen != p.start
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p.end()
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p.pen = to
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p.start = to
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}
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// end completes the current contour.
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func (p *Path) end() {
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p.contour++
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}
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// Line moves the pen by the amount specified by delta, recording a line.
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func (p *Path) Line(delta f32.Point) {
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to := delta.Add(p.pen)
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p.LineTo(to)
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}
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// LineTo moves the pen to the absolute point specified, recording a line.
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func (p *Path) LineTo(to f32.Point) {
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data := p.ops.Write(scene.CommandSize + 4)
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bo := binary.LittleEndian
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bo.PutUint32(data[0:], uint32(p.contour))
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p.cmd(data[4:], scene.Line(p.pen, to))
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p.pen = to
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p.expand(to)
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}
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func (p *Path) cmd(data []byte, c scene.Command) {
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ops.EncodeCommand(data, c)
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p.hash.Write(data)
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}
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func (p *Path) expand(pt f32.Point) {
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if !p.hasSegments {
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p.hasSegments = true
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p.bounds = f32.Rectangle{Min: pt, Max: pt}
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} else {
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b := p.bounds
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if pt.X < b.Min.X {
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b.Min.X = pt.X
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}
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if pt.Y < b.Min.Y {
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b.Min.Y = pt.Y
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}
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if pt.X > b.Max.X {
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b.Max.X = pt.X
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}
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if pt.Y > b.Max.Y {
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b.Max.Y = pt.Y
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}
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p.bounds = b
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}
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}
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// boundRectF returns a bounding image.Rectangle for a f32.Rectangle.
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func boundRectF(r f32.Rectangle) image.Rectangle {
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return image.Rectangle{
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Min: image.Point{
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X: int(floor(r.Min.X)),
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Y: int(floor(r.Min.Y)),
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},
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Max: image.Point{
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X: int(ceil(r.Max.X)),
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Y: int(ceil(r.Max.Y)),
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},
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}
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}
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func ceil(v float32) int {
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return int(math.Ceil(float64(v)))
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}
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func floor(v float32) int {
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return int(math.Floor(float64(v)))
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}
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// Quad records a quadratic Bézier from the pen to end
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// with the control point ctrl.
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func (p *Path) Quad(ctrl, to f32.Point) {
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ctrl = ctrl.Add(p.pen)
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to = to.Add(p.pen)
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p.QuadTo(ctrl, to)
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}
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// QuadTo records a quadratic Bézier from the pen to end
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// with the control point ctrl, with absolute coordinates.
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func (p *Path) QuadTo(ctrl, to f32.Point) {
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data := p.ops.Write(scene.CommandSize + 4)
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bo := binary.LittleEndian
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bo.PutUint32(data[0:], uint32(p.contour))
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p.cmd(data[4:], scene.Quad(p.pen, ctrl, to))
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p.pen = to
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p.expand(ctrl)
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p.expand(to)
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}
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// ArcTo adds an elliptical arc to the path. The implied ellipse is defined
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// by its focus points f1 and f2.
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// The arc starts in the current point and ends angle radians along the ellipse boundary.
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// The sign of angle determines the direction; positive being counter-clockwise,
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// negative clockwise.
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func (p *Path) ArcTo(f1, f2 f32.Point, angle float32) {
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const segments = 16
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m := stroke.ArcTransform(p.pen, f1, f2, angle, segments)
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for i := 0; i < segments; i++ {
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p0 := p.pen
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p1 := m.Transform(p0)
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p2 := m.Transform(p1)
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ctl := p1.Mul(2).Sub(p0.Add(p2).Mul(.5))
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p.QuadTo(ctl, p2)
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}
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}
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// Arc is like ArcTo where f1 and f2 are relative to the current position.
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func (p *Path) Arc(f1, f2 f32.Point, angle float32) {
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f1 = f1.Add(p.pen)
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f2 = f2.Add(p.pen)
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p.ArcTo(f1, f2, angle)
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}
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// Cube records a cubic Bézier from the pen through
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// two control points ending in to.
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func (p *Path) Cube(ctrl0, ctrl1, to f32.Point) {
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p.CubeTo(p.pen.Add(ctrl0), p.pen.Add(ctrl1), p.pen.Add(to))
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}
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// CubeTo records a cubic Bézier from the pen through
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// two control points ending in to, with absolute coordinates.
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func (p *Path) CubeTo(ctrl0, ctrl1, to f32.Point) {
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if ctrl0 == p.pen && ctrl1 == p.pen && to == p.pen {
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return
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}
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data := p.ops.Write(scene.CommandSize + 4)
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bo := binary.LittleEndian
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bo.PutUint32(data[0:], uint32(p.contour))
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p.cmd(data[4:], scene.Cubic(p.pen, ctrl0, ctrl1, to))
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p.pen = to
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p.expand(ctrl0)
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p.expand(ctrl1)
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p.expand(to)
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}
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// Close closes the path contour.
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func (p *Path) Close() {
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if p.pen != p.start {
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p.LineTo(p.start)
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}
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p.end()
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}
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// Stroke represents a stroked path.
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type Stroke struct {
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Path PathSpec
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// Width of the stroked path.
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Width float32
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}
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// Op returns a clip operation representing the stroke.
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func (s Stroke) Op() Op {
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return Op{
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path: s.Path,
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width: s.Width,
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}
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}
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// Outline represents the area inside of a path, according to the
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// non-zero winding rule.
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type Outline struct {
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Path PathSpec
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}
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// Op returns a clip operation representing the outline.
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func (o Outline) Op() Op {
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if o.Path.open {
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panic("not all path contours are closed")
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}
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return Op{
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path: o.Path,
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outline: true,
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}
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}
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